SeaTorio

Topics and discussion about specific mods
Rubypoker
Burner Inserter
Burner Inserter
Posts: 18
Joined: Fri May 31, 2019 8:52 am
Contact:

SeaTorio

Post by Rubypoker »

Type: Scenario
Name: SeaTorio
Description: The engineer has landed on a planet with water, biters and trees and have to be able to build a factory without any mining.
Download-Url: https://mods.factorio.com/mod/SeaTorio

It uses K2 + veryBZ as a base to get access to new Intermediate products to be able to produce ore in interesting ways.
Fairly difficult but not as hardcore as bob/angel.
Start by producing dirty water, that can be filtrated using K2 recipes. Then unlock more advanced and efficient methods as the game progress.
Stone Brick and concrete work as a way to enrich your stone to be able to get more out of it.

I am pretty new at modding and this is the first mod I post here, It would be greatly appreciated if anyone has feedback or are willing to test it.


Image
Image
Image

Tanks for the amazing BZ and K2 mods that made this possible :)
Last edited by Rubypoker on Mon Mar 14, 2022 7:28 pm, edited 3 times in total.
lyvgbfh
Fast Inserter
Fast Inserter
Posts: 169
Joined: Fri Jul 10, 2020 6:48 pm
Contact:

Re: SeaTorio

Post by lyvgbfh »

Hello, I gave this a try but it does not load with the minimum mod set.

Code: Select all

   2.754 Error ModManager.cpp:1577: Failed to load mod "SeaTorio": __SeaTorio__/prototypes/unlock.lua:3: attempt to index field 'dirty-water-filtration-aluminum' (a nil value)
stack traceback:
	__SeaTorio__/prototypes/unlock.lua:3: in main chunk
	[C]: in function 'require'
	__SeaTorio__/data.lua:2: in main chunk
   2.755 Loading mod core 0.0.0 (data.lua)
   2.872 Checksum for core: 3123733693
   2.931 Error ModManager.cpp:1577: Error in assignID: recipe-category with name 'crafting' does not exist.
Once I changed that to make sure said recipes exist, I got the following:

Code: Select all

   6.621 Mods to disable:Failed to load mods: Error in assignID: item with name 'ti-sapphire' does not exist.

Source: raw-imersite-production (recipe).

Mods to be disabled:
• SeaTorio (0.0.1)
Did you by chance miss a dependency?
EDIT: Yep, verybz misses bzaluminum
gathe
Manual Inserter
Manual Inserter
Posts: 4
Joined: Mon May 07, 2018 6:57 am
Contact:

Re: SeaTorio

Post by gathe »

Bonjour
Probleme avec Krastorio 2 ou Krastorio2
Rubypoker
Burner Inserter
Burner Inserter
Posts: 18
Joined: Fri May 31, 2019 8:52 am
Contact:

Re: SeaTorio

Post by Rubypoker »

lyvgbfh wrote: Sat Mar 12, 2022 9:39 am Hello, I gave this a try but it does not load with the minimum mod set.

Did you by chance miss a dependency?
EDIT: Yep, verybz misses bzaluminum
Yes I forgot to add Aluminum as a requirement. Will fix.
I guess it-sapphire is set to disabled in your settings, Will make a setting-updates.lua
Thanks :)
User avatar
jamiechi1
Filter Inserter
Filter Inserter
Posts: 272
Joined: Wed Jan 03, 2018 10:12 pm

Re: SeaTorio

Post by jamiechi1 »

Been playing this for a few days. I find it mostly enjoyable except I think it is a bit on the difficult side.
I find it much more difficult than a Bob's only game. (I will not use Angels. Way too hard.)
And a bit more difficult than Krastorio 2.

My biggest issue was with the probabilities were way too low in the recipes. Especially for the Filtration recipes.
Even when changing the probability for many items to 1, it still takes a really long time.
I don't expect you to change this stuff now in game, but maybe later some settings could be added to make things a bit easier. I also changed the crafting speed for most things up to 2 or 4 to speed things up a bit.

When trying to create an upgrade blueprint to change my burner filtration machines to the electric ones, I found that the grouping and upgrade code was missing for the kr-filtration-plant. I added some code to one of my data-final-fix.lua files to fix that.

Code: Select all

-- SeaTorio
if mods ["SeaTorio"]
then
   data.raw['item']["kr-filtration-plant"].subgroup = "seatorio-building"
   data.raw['item']["kr-filtration-plant"].order = "a[kr-filtration-plant-1]"
   data.raw["assembling-machine"]["burner-filtration-plant"].next_upgrade = "kr-filtration-plant"
   data.raw["assembling-machine"]["kr-filtration-plant"].next_upgrade = "t2-filtration-plant"
end
I plan to add more items as I go to this. It helps to have all the non-vanila machines in your Seatorio group than having some there and others in the production subgroup. It can be dificult finding things when first starting to play the game.

Also I don't get the three tutorial items that have to be crafted. First I changed some code in the en.cfg file.
This now changes the tooltips in the research window and makes more sense to me.

Code: Select all

[technology-name]
burner-chemical-plant-crafted=Burner Filtration Plant
stone-furnace-crafted=Stone Washing
basic-tech-card-crafted=Basic Technology
[technology-description]
burner-chemical-plant-crafted=Handcraft a Burner Chemical Plant to allow research.
stone-furnace-crafted=Handcraft a Stone Furnace to allow research.
basic-tech-card-crafted=Handcraft a Basic Tech Card to allow research.
And later I decided that making those things just for the research, was annoying so I forced the technologies in a control.lua as shown below.

Code: Select all

local do_once = true

script.on_event(defines.events.on_gui_opened, function(event)

   local player = game.players[event.player_index]

   if do_once
   then
      -- Seatorio stuff
      local technology = player.force.technologies["burner-chemical-plant-crafted"]
      technology.researched = true
      technology.enabled = true

      local technology = player.force.technologies["stone-furnace-crafted"]
      technology.researched = true
      technology.enabled = true

      local technology = player.force.technologies["basic-tech-card-crafted"]
      technology.researched = true
      technology.enabled = true
      
      -- Want landfill now (Don't remember if SeaTorio already does this.)
      local technology = player.force.technologies["landfill"]
      technology.researched = true
      technology.enabled = true
           
      do_once = false
   end -- end if do_once

end    -- end function
)

(Not sure if there is a better way to do this. And I think it only runs once each time I start the game. I am not sure how to verify this.)

Maybe a settings item could be added to allow an easier start to accomplish this.

Anyway, I have been spending many hours playing with this mod. Thanks for that. :D
Post Reply

Return to “Mods”